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#71
spwned

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Some feedback after playing 5-6 hours with the mod.

I played a newly made warrior character with heavy armor / heavy weaponry (Greatsword) on Legendary difficulty and did mostly the Companions questline and travelling around. Other mods I have that made a difference to normal game experience is Immersive Creatures and not much else.

The mod is simply amazing, thank you so much for revising Skyrim gameplay and setting standards way higher then I've seen by any combat / balance mod before. These are the parts that could be improved / expanded in my opinion.

Stamina could use a little 'upgrade' that you would get when you level it. I love what you did with swing costs, movement speed and penalties for wasting your stamina. But even with all of that, it's still feels way better to put every point into health when you level up. Without that you will simply die instantly on higher difficulties. Maybe stamina could build some sort of damage resistance or armor rating to make it help with survival. It should not be as good as health of course, but something in that department would be nice.

It would be nice if the description included exactly what is considered heavy weaponry and light weaponry. There are images that illustrate which weapons are blunt, bladed or piercing and ones that show the types of special effects (bleed, stagger, debuff) they do. I did not find one that clearly listed each weapon type and it's a bit confusing. If it's just one handed and two handed weapons then why rename it? Some users (I guess including me) will think that there is something special like a one handed large mace is maybe a heavy weaponry item?

Restoration's first perk should either always give a healing spell or it should give a choice between the available options. Having it random feels a bit wrong, because a smart guy will just save the game and try until you get the heal. The other options do not even come close to the usefulness of healing and I really don't see why anyone would like that... maybe someone who enjoys defeat from random chance? I guess you could obtain it from the Collage or buy it from Wizards but now that you are given a spell... it's weird when the system 'trolls' you with a ward that you will never use.

Swords are still the king of combat in two handed fighting. I've tested a Warhammer, a Greataxe and a Greatsword and the Greatsword has a massive advantage in stamina cost of swings as well as attack speed. As I noticed... regular swings did not drain my stamina when I used a Greatsword, but they did with Axe/Hammer. That's too big of an advantage in my opinion.

Known stuff:
The perk descriptions are too figurative. I bet you heard this a lot, and I see that there is a version in the works with game term descriptions. That will be rather handy... as now I live out of the txt files.

The textures of the new weaponry do not match the vanilla game's quality level yet alone something like aMidianBorn's retextures. I know that textures are already in the making, but still have to be noted.

Hmmm that's all that I remembered for now. Thanks!

Edited by spwned, 13 November 2014 - 04:21 AM.


#72
splazer

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After playing with the mod for a couple hours and attempting to play a destruction mage, I ran across something that is incredibly annoying, the fluff descriptions are next to useless to describe what that perk actually does, and while yes i know there is the documentation in the files, even with a second monitor it is very very frustrating to constantly have to cross reference against it all the time. Itd be greatly appreciated if you could either add the descriptions of what the skill actually does underneath the fluff or add an option to totally get rid of the fluff and bring back the actual values. To be brutally honest that part of the mod is totally game breaking for me. If that gets fixed i would easily say this is my all time favourite mod and definitely worth an endorsement!

The balance feels exceptionally nice, as does the sword and bow play, separating out the blunt, puncture and slicing weapons is something that skyrim has sorely been needing!

Thank you for making another amazing mod and contributing once more to some of the best mods ive ever played with.

#73
Sysreq

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In response to post #20011439.

He said elsewhere that somebody is working on a patch for strictly mechanical perk descriptions. Keep an eye out for it.

#74
ArchaicFrog

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In response to post #19961849. #19990079, #20002859 are all replies on the same post.

It would be nice if he could include an optional module sometime in the future. I like using Better Vampires and Royal Bloodlines, but I'd love to see T3nd0's take on werewolves and vamps.

#75
kassai

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In response to post #19994714.

Try using the SkyRe Race Module.

#76
Slicer9875

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In response to post #19981474. #19989829, #19996134, #19998729, #20002809 are all replies on the same post.

That I didn't know. I thought that might be the case so I read through the documentation, but apparently did miss that comment. In that case, I won't comment about spell length till I get to at least 50 in alteration. Then I will check if there is a noticeable difference. Then I will try enchants and see how high I can get the duration of the spell.

#77
Ac3s

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T3nd0, would you please consider removing the "paralyse" effect for primordial thunder, or maybe make it an extra perk that comes after primordial thunder, I never liked having enemies just drop on the floor, its way too over powered.
They drop down, stay there for a while, then climb back up, by the time the enemy is back on hes feet its already dead.

I think slowing movement speed for a few seconds would be a way better fit and it would also avoid having that awkward animation of enemies just dropping down like stones to the floor, if they drop down at all.
When enemies die when being paralyzed like this, they always stay in that paralyzed state, meaning I often get enemy corpses just standing straith up like a statue because of this.

A fight should be exciting, poking a paralysed enemy while hes face down on the ground is "not" exciting and I have no option to not take that perk or otherwise I cant even dual cast my lightning spells.
I always play as lightning mage, but not having the option to dual-cast my spells just because I want to avoid paralyze is kind of annoying.

If someone can please explain to me how I can remove that "paralyze" from the perk and the spells it affects, I'd greatly appreciate it.

Edited by Ac3s, 13 November 2014 - 07:26 PM.


#78
kassai

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I tend to play a slow game with lots of immersion mods (á la Frostfall, Realistic Needs etc.).
As such I play longer on lower tier equipment. Unfortunately the lower tier armors seam a bit unbalanced,
specifically the Imperial Light Armor and Stormcloak Armor.
Comparison:
Leather Armor (Torso): 61
Imerial Light Armor (Torso): 105
(boots: 20 vs 40, braces: 20 vs 40 etc. -> + 100% ???)
Considering you get a ton of free Stormcloak and Imperial armor in Helgen this seems a bit high, or maybe the others are to low.
Even from an immersion standpoint the Leather armor should have about the same values as Imperial Light.
Leather is just one example, this goes for the other equally easily aquired light starting armors as well. I don't mind them being slightly weaker, but half in terms of Armor value? I want to have some real choice, otherwise Armor diversity means nothing.

Other than that the new Perks seem interesting and I'm looking forward to trying more of them.

EDIT 1:
P.S: Yes, I did use the patcher,no I'm not using any other mod that could mess up the values, just to be clear ;P

EDIT 2: I did some testing.
So I loaded PerMa in the CK and surprisingly the base values where fine: studded/Imerial Light/stormcloak Cuirass all have 23 basearmor and leather even has 26 apparentely only the patcher touches the values.

I thought maybe some other mod is messing up the values after all-> disabled all but DLCs and perma, redid patch, new game -> 78 for studded cuirass, 104 for imperial/stormcloak
-> conclusion: it's definately the patch
-> looked into the Armor.xml of the Patcher
-> not gonna mess around with that now, but is that the way to go if I wonna rebalance the armors?
(edit base armor values?-> i don't get what high/low variants are)

EDIT 3:
OK, so I downloaded and read the documentation (well , only the part about the patcher/armor XP)
I still don't get what high/low is supposed to be, but otherwise I should be able to tweak now.

Edited by kassai, 14 November 2014 - 06:47 PM.


#79
Ac3s

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In response to post #20025804.

I agree, another one of these armors is the mercenary and hunters armor, they have about 128 armor while the elven armor only has 102.
Lots of very low tier armors that are basically better then the high tier armors.

#80
Bryloryn

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I'm not sure about everyone else, but i've never been one for the various magic trees. The spells have never seemed to be balanced or well played no matter what mod i use, and i just tend to ignore magic with exception of shouts... I play for immersion and realism, with most of the popular mods, like Frostfall, RND, and a few others, and also have a lot of better texture packs and foliage additions... As such, one of my favorite skill mods became a replacer/condenser for the magic categories, in Skyrim Custom Skills (( allowing for horse skills, unarmored combat, etc, which adds to the standpoint of just being a [random] adventurer/hunter/etc instead of someone who already has a defined occupation and just happened to be rescued by the dragon he's going to kill...

Is there any way to allow for a patch, or recreate SCS for PerMa, for those of us with less magical orientation, and more survival in mind?




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